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Traits:1)*Power (Deryni):You have power because of your species or you are a human that has been granted power by another Deryni. You can read minds of others, create hand-fire or light a campfire or candle, you can tell if someone is lying. And you can communicate telepathically with others. Doing this is an action, and you must make a Test at a Disadvantage 1d6. If you are trying to manipulate an object or creature, you must have eye contact with it or better yet be touching it. Casting spells that are greater than the normal Power spells: Washburn uses a disadvantage test of 1d6 with success on 4, 5, or 6 for his partial, yet incomplete, Deryni training. Leveled up when learned Spell Trained after 10/7/18.2) Spell-Trained (Deryni) : You have been given a full set of training in the Deryni Arts. There is almost nothing you cannot do with your powers. You use a Standard Test 2d6 on all of your Deryni powers now. This Trait requires the Power Trait.(learned 10/7/18)3)Additional Weapon Proficiency: Multi-talented in combat. You can choose a 2nd or more weapon group to be proficient with allowing you to use more weapons without penalties. Standard 2d6 for all Ranged Weapons-Exception 3d6 for bow- and all Light Melee Weapons including short sword and daggers4) Additional Weapon Mastery: A true warrior. You can choose another weapon to have Mastery within any weapon group you are proficient in. advantage 3d6 for bows5) Telekinesis (Deryni): (Revised trait 2/7/18) Moving without moving You can move small objects just by thinking about it. You can also perform a simple Ranged attack, such as throwing a ball of kinetic energy, which is treated just like any other Ranged attack in Combat. Or even stopping someone's heart from a short distance. You must have eye contact with the object and make a standard 2d6 Test.6)Healer (Deryni): As an Action, you can Test 2d6 to heal another creature or Test 1d6 to heal yourself. If the Test is successful, the target creature is healed for 1d6 Hit Points or 1d6/2 (round up) Hit Point if used on yourself. This Trait can also be used to cure poison, disease, and other physical ailments that are non-magical. You must be next to the creature to heal it. This Trait requires the Power Trait. (Learned from Experience Points spent on 7/6/2018 ) 7) Blocker (Deryni): You have the ability to make any Deryni into a human by blocking their Psionic abilities with just a Standard Test. You can also restore any blocked Deryni with a Standard Test. This Trait requires the Healer Trait. There is no save Test against this Trait.8 ) Resolute : You gain Advantage on all Save Tests. (Learned 1/25/19)(Per Bynw- Remember if a Save Test is a Disadvantage, even with Resolute, it is still at Disadvantage.)

Washburn has discovered that he has the Healing trait that his Father, brother, and eldest sister have. ((Disadvantage roll 1d6 success on 6 only until learned))He is looking to Father Columcil for training in this special gift. Success: 3 needed: Success post#290, Success post #308, Success post #468,Failures: 4 needed : post #218 failed, Failed post #290, scraped in favor of XP rewards

Appearance: Washburn’s appearance: Tall, broad of shoulder, shoulder length blond hair golden blond hair has been cut short with a growing out Tonsure (I wouldn't tease him about it if I were you), mustache, corn flower blue eyes like his mother. Normally seen wearing black breeches and tunic; tunic maybe embroidered with the ancient family heraldry of Lendour (a red leaping stag) when rank can be shown or just a plain black tunic for other times. Usually the tunic is belted with a knight’s white belt. Chain mail shirt worn under the tunic. A good black linen undershirt. Helm, and riding grieves not always worn but never left behind.

Primary Proficiency weapon Great sword- rubies in the hilt. (Rubies of the great sword were stolen by Feyd 7/6/18)Additionally Washburn carries a matching short sword and a matching dagger (this is the set of three weapons given to him by the dowager duchess of Corwyn upon his knighting. They were in the Lendour vaults and originally belonged to Washburn's name sake from 180 years in the past.) Second weapon mastered is longbow rubbed to an ebony shine, with a quiver of two black and one red feathered arrows.He carries his father's journal and this is a precious book he keeps close to him. He has read it many times and committed it to memory. He tries very hard to stand up to the standards that his father believed in. He has a Saint Camber Medal on a chain that he wares under his linen shirt close to his heart. Which has been taken by Feyd.Standard Adventurer's kit which contains the following items: a bedroll, flint & steel, a belt pouch, a rucksack, a lantern, an empty waterskin, 3 pints of oil, a rope (50 feet), rations (7 days), a torch, and a cloak.

Additional weapons, equipment, horse (black R'kassi stallion named Shadow Dancer (forgot I had named him Night Dancer so I am editing the name here to match the story)). On more adventurous travels his steed may be left in the Corwyn stables and a decent quality destrier is purchased.)

His ward cubes were accidentally borrowed by his nephew, The five your old son of his sister, Lady Grania. She lives in Rhemuth. He hopes to get them back when he returns. His ward cubes were returned to him when he reached Rhemuth and he carries them in a small bag at his belt.

Hah! Bynw. I don't set my sights too high, now do I?

Name edited due to the time setting of the game. Washburn is the youngest son of Alaric Morgan and youngest brother of Duke Kelric. He now has a higher standard to live up to than did his name sake of 175 years ago. Like his name sake and his father he succeeded by being the best warrior he can be, but the high court society doesn't quite fit with his copying his father's darkling-stage persona. and he prefers the challenges of scouting and adventuring that his king often sends him out on. edited 11/14/17 Laurna

Family Trade: Lesser nobility (father was a knight in service to one of the kingdom's barons)

Belief: This was her father's moral code, which he taught to all his children: "Deryni must be the guardians of peace, not instigators of violence except in extreme need. We use our powers to defend and protect, not to attack others unless it is in the service of our lord or the King. We do not kill if incapacitation will suffice; we will not incapacitate if mere wounding will suffice, and we will not seek to wound at all if words will suffice. Deryni serve others for the good of the kingdom. When we assume the mantle of leadership, it is in the King's service and not for personal gain or glory. We do not flaunt our Deryni gifts among those who are made uneasy by them unless we must, but we are not ashamed of them, for despite some humans' lingering lack of understanding and acceptance of them, they are a divine gift. We seek constantly to improve ourselves and our gifts through knowledge and training."

Power (Deryni):Also, I can kill you with my brain. You have power because of your species or you are a human that has been granted power by another Deryni. You can read minds of others, create hand-fire or light a campfire or candle, you can tell if someone is lying. And you can communicate telepathically with others. Doing this is an action, and you must make a Test at a Disadvantage 1d6. If you are trying to manipulate an object or creature, you must have eye contact with it. You can also perform a simple Ranged attack, such as throwing a ball of kinetic energy, which is treated just like any other Ranged attack in Combat. Or even stopping someone's heart from a short distance

Shapechange (Deryni): The best way to hide in plain sight. As an Action, you can Test 2d6 to transform into someone else, compleating changing one’s appearance and even gender. You can revert to your normal form as an Action.

Spell-Trained (Deryni):A fully trained Deryni is dangerous. You have been given a full set of training in the Deryni Arts. There is almost nothing you cannot do with your powers. You use a Standard Test 2d6 on all of your Deryni powers now. This Trait requires the Power Trait.

Ritual Magic (Deryni):Given the Sacred Space, nothing is impossible. You are more adept at channelling the arcane power flowing through your veins and can empower greater magical effects through rituals. There are specific rituals for nearly every purpose. With a successful Test, you can affect a wider area, more targets, or create a more powerful result. As always, the Game Master is the judge of what you can and cannot attempt to do. You can dispel the magical effects of Artificer objects. Ritual Magic is a Standard Test (2d6) that succeeds on a 4,5, or 6 due to the focal nature of Rituals. This Trait requires the Spell-Trained Trait.

Telekinesis:Moving without moving. You can move small objects just by thinking about it. You can also perform a simple Ranged attack, such as throwing a ball of kinetic energy, which is treated just like any other Ranged attack in Combat. Or even stopping someone's heart from a short distance. You must have eye contact with the object and make a standard 2d6 Test.

Battle Surgeon: As an Action, you can Test 2d6 to heal a creature other than yourself. If the Test is successful, the target creature is healed for 2 Hit Points. This Trait can also be used to cure poison, disease, and other physical ailments provided you have the proper materials. You must be next to the creature to treat it.

Inventory: Belt dagger, two throwing daggers, a sling, a bedroll, flint & steel, a belt pouch, a rucksack, a lantern, an empty waterskin, 3 pints of oil, a rope (50 feet), rations (7 days), a torch, and a cloak. (If I can add items beyond the standard kit everyone gets, she would also have at least one complete set of male and female clothing in muted colors that will allow her to blend in rather than stand out in most surroundings, and if possible she'd have her family's old grimoire passed down through her mother's side of the family, which contains at least a basic useful collection of spells most trained Deryni would be aware of, and perhaps the occasional more unusual spell at the GM's discretion. )

Description: Brown eyes, long wavy brown hair normally contained in a single braid and sometimes knotted at the nape of her neck. Her slender but lightly muscled build is on the tall side of average for a woman, not so tall that she stands out markedly in female company, yet not so diminutive that she can't pass herself off easily as a young man when shapeshifting. As a daughter of a Deryni knight's household, she was taught all the expected domestic tasks of manorial household management, but her father believed in educating his children beyond the basics, so in addition to such skills, she is literate enough to enjoy reading and learning new things and new skills, especially in arcane matters (not that it is easy to get her hands on fresh reading material on arcane matters, after so many years of Deryni persecution). She was partially trained in the use of her Deryni gifts, and might have eventually achieved full mastery of them, if it were not for the untimely death of most of her family due to a border dispute with a greedy neighbor (and distant cousin) who took advantage of their manor's distant location from King and Council (and the temporary absence of their baron at Court) to arrange for a series of "accidents" to befall her father and brothers, leaving her as the heiress to the manor, whom he planned to marry to gain her lands. Shapeshifting into the male form of her late twin brother, Alister, Aliset fled from her manorial holdings before her neighbor could get his hands on her, and she intends to make her way to distant Rhemuth to plead her case before the King. In the meantime, her wily cousin, who is the heir apparent to her properties now that she has disappeared, has taken over the manor and staffed it with his own loyal servants and guard, so she can probably expect no help to arrive from that quarter despite the loyalties of her former household and villagers. Aliset reverts to her female form whenever she feels it is safe to do so, but while traveling she tends to resume Alister's likeness since a young man traveling through the kingdom is less likely to cause comment than a lone female.

ETA: Is it just me, or does Jyn Erso from Star Wars: Rogue One not look a lot like my Aliset doll?

[Edited to make her slightly younger, since given the younger age of full adulthood in Gwynedd, it would be more likely for a woman in her teens to still be unmarried than one in her 20s. Additionally edited due to the ridiculous lack of Google images of brown-haired women with a single braid. New edit made to belief statement due to setting being a few decades after the repeal of the Statutes of Ramos. Additional edit made on 7/15/18 to change Hero Points to number of XP accrued.]

Power (Deryni): Also, I can kill you with my brain. You have power because of your species or you are a human that has been granted power by another Deryni. You can read minds of others, create hand-fire or light a campfire or candle, you can tell if someone is lying. And you can communicate telepathically with others. Doing this is an action, and you must make a standard 2d6 Test. If you are trying to manipulate an object or creature, you must have eye contact with it. You can also perform a simple Ranged attack, such as throwing a ball of kinetic energy, which is treated just like any other Ranged attack in Combat.

Eidetic Memory: You remember that guy in that city? Who did that thing? What did he say? When Testing to recall information you have seen or heard previously – even in passing – you succeed on a roll of 4, 5, or 6.

Precise Attacker: It’s not the size of your weapon, it’s how you use it. When using the Focus Action, your next attack with a light melee weapon is successful on a Test of 3, 4, 5, or 6.

Survivalist: These berries are safe to eat... I think. You gain Advantage when Testing to forage for food, find water, seek shelter, or create shelter in the wild.

Resolute: You gain Advantage on all Save Tests

Telekinesis: Moving without moving. You can move small objects just by thinking about it. You can also perform a simple Ranged attack, such as throwing a ball of kinetic energy, which is treated just like any other Ranged attack in Combat. Or even stopping someone's heart from a short distance. You must have eye contact with the object and make a standard 2d6 Test. (purchased 14 March 2019)

Inventory: Standard Adventurer kit which contains the following items: a bedroll, flint & steel, a belt pouch, a rucksack, a lantern, an empty waterskin, 3 pints of oil, a rope (50 feet), rations (7 days), a torch, and a cloak. A short sword and a throwing dagger.

Description: Darcy Cameron is the second son of the Baron o’ Isles, a vassal of the Duchy of Claiborne holding a group of craggy islands in the Northern Sea northeast of Claiborne. Isles has for centuries been the first line of defense against Norse invaders. To this day, watch fires still stand ready to warn the mainland of attack while Cameron forces engage the invaders. Darcy’s pale blond hair (worn in a highland braid) and ice-blue eyes are part of the Cameron legacy, along with being Deryni.

But Darcy does not know of this part of his heritage. Iain, his older brother, was sent south by Baron Solveig Cameron for training at court when Darcy was five years old. Within a year, the Baron mysteriously died, and only six months later his mother married a prosperous and ambitious merchant. He is a cruel man and abusive, causing his wife to withdraw to the safety of madness. Isolated from his mother and misused by his stepfather, Darcy’s Deryni heritage has never been revealed to him. When Darcy was ten, his stepfather sold him to the captain of a northern trading ship, sending word to Iain that the boy had died of a fever. In spite of the harsh life on the northern seas, Darcy worked his way up to the position of ship’s navigator. However, when the captain died and the new owner of the ship preferred his own navigator, Darcy decided to give up life at sea and was set ashore in Cassan.

Darcy leaves the ship wearing a plain brown tunic and hose. His boots are of sturdy, good leather. He wears a supple, oiled-leather cloak. His short sword hangs from the belt at his waist, and his sea bag is slung over his shoulder.

Last edit: Having now read some of the rules, I added a description of Darcy's apparel and removed the spyglass and sextant because they cost way too much!

Another edit: Removed Additional Weapons Mastery because Bynw advised I had too many traits.

Edited to update finances and add his new throwing dagger.

« Last Edit: May 14, 2019, 08:49:06 am by Jerusha »

Logged

From ghoulies and ghosties and long-leggity beasties and things that go bump in the night...good Lord deliver us!

Belief: Trello is a loyal subject of King Liam Lajos. Trello would consider it shameful to ever do anything that would bring distress to the kingdom of Torenth. Trello is also loyal and honorable to his family and friends. Trello has a bit of ambition, but wouldn’t want to come off as haughty. He is a seeker of knowledge and a teacher of what he has learned.

Description: Born into a lesser merchant family in the city of Beladour, Torenth, Trello was better off than the common people who lived near the river. He knew he was fortunate indeed that his father was of some means, but he also knew that he could not long stretch the family income, so he must find himself gainful employment. Or in Trello's case, a sponsor.

Trello, as most around him knew from an early age, was not without his skill set. Beginning nearly as soon as he could walk, Trello had an uncanny ability with rhythm. Every pot, pan, spoon and tool became part of the percussion session. As his language developed, so to his ability to put words to the tunes that always seemed to be in his head. The nearby tavern introduced him to the lute, the fife, the horn, the pipes. Each in their turn he became master of until the locals could teach him no longer.

It is now Trello’s turn to depart his father’s shop and find places and people who can teach him more or would pay him for his skills.

Gold: 10

Traits:Spell Touched, Charismatic, Nimble Fingers, Perceptive

Spell Touched:It runs in the family. You were born with an arcane heritage, and while the centuries have diluted the power, you are still able to subtly influence the world around you by merely willing it to happen.

Charismatic:I can get what I want without even asking. You gain Advantage when attempting to convince someone of something or otherwise influence them.

Nimble Fingers:I could have sworn I left it right here! You gain Advantage when Testing to pick locks, steal, or do slight-offhand.

Perceptive:What has been seen cannot be unseen. You gain Advantage when Testing to gain information about your surroundings or find things which may be hidden. You gain this even while asleep.

Size:Medium height 5'7", stocky with the muscular development of a working country priest

Hit Points: 6

Experience points 22 Movement:

Weapon Proficiency Group:Light Melee

Weapon Mastery:Staff

Family Trade:Clansmen in the following of the Earl of Transha

Belief:As a priest in the church of Gwynedd Columcil strives to obey God and serve his fellow men, whilst recognising his own fallibility and theirs.

Gold:9

Traits:

Power : Also, I can kill you with my brain. You have power because of your species or you are a human that has been granted power by another Deryni. You can read minds of others, create hand-fire or light a campfire or candle, you can tell if someone is lying. And you can communicate telepathically with others. Doing this is an action, and you must make a standard 2d6 Test. If you are trying to manipulate an object or creature, you must have eye contact with it. You can also perform a simple Ranged attack, such as throwing a ball of kinetic energy, which is treated just like any other Ranged attack in Combat.

Beast speaker :He has a way with animals. You are able to communicate with animals. This form of communication is primitive and very simplistic.

Ecologist: We go left. I can tell by some of the moss and from these rodent tracks. You gain Advantage when attempting to find your way through natural environments, and when attempting to identify dangerous creatures.

Healer (Deryni): I’ve seen worse, son. You’ll pull through. As an Action, you can Test 2d6 to heal another creature or Test 1d6 to heal yourself. If the Test is successful, the target creature is healed for 2 Hit Points or 1 Hit Point if used on yourself. This Trait can also be used to cure poison, disease, and other physical ailments that are non-magical. You must be next to the creature to heal it.

Inspiring: Your inspirational words can bring out the greatness in others. With a successful Test, nearby allies gain Advantage on all Tests for a number of rounds equal to the number of dice with a success on your Test. (acquired 2.11.18)

Charismatic Ability to influence others - gain advantage

Inventory:In addition to the standard adventurers' kit, Columcil carries a small pouch with a travelling mass set - small patten, chalice and purple stole and a letter of recommendation to the Archbishop in Rhemuth from one of the itinerant Bishops. Also a small, beautifully tooled, leather bound missal given to him secretly on the day of his ordination by his grandfather.

DescriptionColumcil is Dhugal's son conceived just before the events of the Bishop's Heir. Columcil's mother, a serving girl in Transha refused say who her son's father was, and has remained adament especially after Dhugal's heritage was known, partly because she truly loved him and partly because she had assured him, "Nay fret M'Lord, them herbs are sovereign sure against a lass fallin' wi' a child" - a statement which may or may not have been true had she chosen to drink them. A child born out of wedlock is no great shame where there is nothing to inherit and the child took his place happily amongst the youngsters of the clan. For many years his mother kept her own counsel, even from her son and was soon married, her husband being pleased enough to know that his wife had proof of fertility.

Being schooled with the other youngsters by the local priest, Columcil's intelligence, and devout nature soon became clear and the priesthood would have been the obvious choice were it not for the bar of illegitimacy, although in the borders rules on this, as in many things, are less strictly observed. The local priest, however dared not encourage the lad until the latter's mother approached him in confession and told him the truth of her son's parentage. She begged him to approach Bishop Duncan when he next came to Culdi, giving him leave to reveal the secret to him alone that he might intervene on his grandson's behalf. Though at first shocked, and then inclined to see in this divine chastisement for his own youthful passion and presumption, Duncan, after a night spent in prayer, agreed to write a letter of sponsorship, his episcopal authority overriding any disqualification. It was not in him to refuse to help a man to pursue his God given calling whatever the law might say, and on a more pragmatic level, once Columcil was safely in the priesthood, there was no danger of his offspring becoming an embarrassment to Dhugal's legitimate heirs were the secret ever to be betrayed. He insisted though that Columcil should be told under the seal who his father is, but be required to swear an oath never to to seek him out nor reveal his knowledge.

Columcil has spent the last fifteen years in a remote parish in Cassan, earning the respect of his parishioners by his hard work and kindliness to both man and beast, although he can be ill to cross. His church is an old foundation containing the ancient shrine of the 8th Century Saint Melangell, revered for her protection of people and animals in her troubled times, and in recent years healings have increased, which Columcil is quick to attribute to the virtue of the Saint. His is aware of Deryni power within himself but being totally untrained thinks of it as being little different than the sometimes strange powers of the border folk. He has been sent, with the blessing of the local Lord and the devout longings of his parishioners, to Rhemuth to seek permission for the shrine to be officially recognised as a centre of pilgimage. His letter of recommendation from the Bishop is specifically addressed to Archbishop (as he now is) Duncan due to his interest in healing. Columcil's is disquieted at the likely difficulties of such a meeting but has no reason he can give not to obey.

He wears the rough cassock of a working country priest, with leggings and a jerkin beneath, and a leather cloak against the weather. He carries a staff strapped across his back, although he has been given the use of a sturdy mountain pony for his journey, and for all his vows he is unafraid to lift it in defence of himself or others should the need arise. He has grizzled brown hair, a weather-beaten face and is altogether unremarkable other than for his amber eyes.

Spell trained as of 17.9.18

Weapons - Light Melee. Staff and hand held axe

One fudge card

Modified to give him a mount and the same destination as the other players

Further modified as his character develops to remove anger issues as a trait and replace with ecologist. He has spent a lot of time finding his way around the far-flung parts of his remote parish.

Age modified to make it fit his date of birth as described above!

« Last Edit: February 11, 2019, 08:16:30 am by revanne »

Logged

Let God rise up, let his enemies be scattered; let those who hate him flee before him.As smoke is driven away, so drive them away; as wax melts before the fire, let the wicked perish before God.(Psalm 68 vv1-2)

My new characterCharacter name: Fiona McIntyreHeritage: Deryni Gender: female Age: 17Description: 5’4” tall, slender and delicate in appearance but stronger than she looks. Has long, very pale blonde hair which she usually wears in a long braid. She has light blue eyes and very fair skin.Current XP: 301 just fudge it card

Hit points: 6Gold coins:10Movement: 30 feet

Weapon proficiency: ranged weaponsWeapon Mastery: Bowadditional weapon proficiency: light meleeWeapon Mastery : dagger.Family trade: minor nobilityBelief: Loyalty to family and king is paramount. Deryni powers are to be used for the benefit of others, never to gain control over them.Traits: Power:Marksman: Increased odds of hitting any target aimed at. Much better at archery than Michael, the baron’s son. Successful on a Test of 3,4,5,or 6Resolute: Very stubborn and determined will not give in to fear. Advantage on save test. Roll 3d6 instead of 2d6.Fleet of foot: Running away is valid option. Speed increased to 30 feet.Charismatic

Description and BackgroundFiona is 5’4” tall, slender and delicate in appearance but stronger than she looks. Has long, very pale blonde hair which she usually wears in a long braid. She has light blue eyes and very fair skin. She is something of a tomboy, preferring riding and archery to more feminine pursuits. She has learned about household management but loathes needlework and avoids it whenever she can. She is also very stubborn, especially when she feels she is in the right.She is first cousin to Iain and Darcy; their mothers were sisters. A daughter of a baron who held manors in the Duchy of Claiborne. Baron was killed in a skirmish with renegade Mearans when she was 5. She is Deryni but only partially trained as her mother became ill and died when Fiona was 8. She was then sent to live with her aunt, Iain’s mother, who has remarried after the death of her first husband. Her husband is cruel and abusive. After the disappearance and supposed death of her younger son, she became afraid for Fiona. She is already ill and asks Iain to arrange for Fiona to live with another noble family, friends of her first husband, so her education as a daughter of the nobility can be continued by the lady of the house. Iain took her there when she was 11 and she has remained for the last 6 years.Iain’s mother has since died and Iain is now primarily responsible for her but sees her only rarely due to his responsibilities to Kelson. She is fiercely loyal to Kelson and Gwynedd as well as to Iain. Since the start of the rebellion, she has become increasingly uneasy. There are frequent loud, angry arguments between Baron Stuart and his son, Michael. The younger man wants to join the rebellion but his father forbids it, remaining loyal to Kelson.She overhears Michael talking to two of his friends about restraining his father and taking his place. She feels that she needs to inform Iain but can think of no way to get a message to him as Michael is suspicious of her and watches her closely. Also she does not know where Iain is. After careful thought, she decides to run away and try to reach Sir Roland who will know how to reach Iain and will also protect her. She remembers Roland and Maev from her time living with Iain’s mother and Iain’s comments about them.

Inventory:Adventurer’s kit: bedroll, flint and steel, belt pouch with knife, rucksack, waterskin, 3 pints oil, rope, rations, torch and cloak.Disguise: took some of Michaels clothes: tunic, hose, hat. to look like a boy.Additional weapons and equipment: horse. Did not take her own horse, too high bred. Took horse from the stable. Sturdy and reliable but unremarkable. Bow with quiver of three arrows.